using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;

namespace Nirvana.SkillEditor
{
    [Serializable]
    public class Animation : SkillActionBase
    {
        [Name("动画名")] public string animName;
        [Name("动画层级")] public int animLayer = 1;
        [Name("过度时间")] public float transitionDuration = 0.1f;

        public override bool Running()
        {
            Debug.Log("Caster: " + caster.name + " play Anim: " + animName);
            return false;
        }

#if UNITY_EDITOR
        public override void PrepareFrame(Playable playable, FrameData info)
        {
            base.PrepareFrame(playable, info);
            Debug.Log("[Animation PrepareFrame] " + info.deltaTime);
        }
#endif
    }
}